
Project Overview
2 UX designers, 6 Developers, 3 PMs
User Testing
Methods:
Usability testing sessions
Feedback:
Collecting user input to improve navigation and streamline workflows. The redesigned studio is getting positive feedback for its ease of use, eliminating the need for developers or prior knowledge. Users appreciate its flexibility compared to the previous version, allowing for effortless content creation
Challenges & Approach
The goal was to transform a fragmented system into a user-centered, accessible tool. Through interviews and competitive analysis, I identified core pain points around navigation and usability, guiding the development of flexible, interactive design solutions.

Key Learnings
Designing for real authoring behavior
Working on Hendrix Studio taught me how much nuance there is in building an authoring tool for people who are not technical at all, yet need to create highly structured content. I learned how to hide complexity without dumbing anything down, and how to guide users through decisions that used to require a developer.
Building a truly modular system
I understood the power of designing components and templates that can scale across hundreds of learning units and pedagogical formats. The challenge was creating something flexible enough for CET’s internal teams, but still consistent, predictable and easy to maintain.
Seeing the organization as part of the design problem
This project involved LXDs, pedagogical experts, PMs, engineers, accessibility specialists and content creators. I learned how to listen to different mental models, translate constraints into clarity, and keep everyone aligned around one shared interaction language.
Accessibility as a product mindset
I stopped treating accessibility as a checklist and started treating it as part of the core user experience. Alt text workflows, keyboard movement, structure, contrast, behavior inside the Player, all of it became part of the design DNA instead of something added later.
Designing for both creation and playback
Every decision in the Studio has a ripple effect inside the Player. I learned how to design a system where choices made during authoring translate into a reliable, intuitive experience for teachers and students during lessons and assessments.
Working on something that impacts learning at scale
This project shifted the way I think about responsibility. When your decisions shape thousands of learning moments every day, you start to design with a different kind of care. It made me a better, more thoughtful designer.
Design & Testing
Using iterative wireframes and prototypes, I crafted a streamlined, responsive interface. I have gone through the process of developing an extensive design system, built with complex multi-variant components, and incorporated Figma's variable feature. Usability testing highlighted key improvements, leading to a studio that is intuitive and adaptable for content creators.


Overview
As the Lead UX Designer, I guided the creation of HendrX, a next gen eLearning platform that unifies interactive courses, gamified activities, and diverse learning methods into one accessible environment. The platform was designed to modernize CET’s digital ecosystem and support future scale.
Project Scope
HendrX Studio is a multi year initiative rebuilding CET’s entire content creation infrastructure from the ground up. The new system replaces three fragmented legacy tools, supports hundreds of internal content creators, and ultimately impacts millions of students nationwide.
My role included defining the interaction model, component architecture, templates, and accessibility standards, while working closely with LXDs, PMs, developers, and accessibility experts.
Results
The final design achieved enhanced efficiency and engagement, targeting a 30% increase in content creation speed and a 25% boost in student interaction. HendrX is positioned as CET’s unified, accessible learning experience, empowering educators and learners alike.






